111w ago - Following up on PS3 RetroArch v0.9.8.1, today PlayStation 3 homebrew developers Themaister and Squarepusher (aka Twin Aphex) have officially updated the PS3 Multi-system Game Emulator known as PS3 RetroArch to version 0.9.8.3 with the changes detailed below.

Put the PKG file 'retroarch-ps3-v0.9.8.3-dex.pkg' on your USB stick, put it in your PS3. Go to the PS3 XMB - go to the Game tab - Select 'Install Packages', and install the PKG file.

ON CFW PS3

Put the PKG file 'retroarch-ps3-v0.9.8.3-cfw.pkg' on your USB stick. Put it in your CFW PS3. Go to the PS3 XMB - go to the Game tab - select 'Install Packages', and install the PKG file.

NOTE: The official release no longer supports Geohot/Wutangzra CFWs. If you must use them, you have to do pkg_finalize on the PKG to install it.

HOW TO USE THIS

On first startup, RetroArch will select one of the dozen or so emulator/game cores. The name of the core currently loaded will be shown at the top side of the screen.

You can now select a ROM that this core supports and load it in the Filebrowser.

To select a different core in the menu - press Select to go to the Settings screen. From here, go to the 'Retro tab', and select 'Default emulator core'. Press X to go to a filebrowser where you can select a different core. Press X to confirm, then exit RetroArch. Start up again to boot up to the new emulator core.

To change to a different core ingame - press R3 to bring up the 'Quick Menu'. Select 'Change libretro core'. Press X to go to a filebrowser where you can select a different core.

INGAME CONTROLS

During ingame operation you can do some extra actions:

Right Thumb Stick - Down - Fast-forwards the game

Right Thumb Stick - Up - Rewinds the game in real-time ('Rewind' has to be enabled in the 'Settings' menu - warning - comes at a performance decrease but will be worth it if you love this feature)

RStick Left + R2 - Decrease save state slot

Rtick Right + R2 - Increase save state slot

RStick Up + R2 - Load selected save state slot

RStick Down + R2 - Save selected save state slot

L3 + R3 - Go back to 'Menu'/'Quick Menu'

WHAT IS RETROARCH?

RetroArch is a modular multi-system emulator system that is designed to be fast, lightweight and portable. It has features few other emulator frontends have, such as real-time rewinding and game-aware shading.

WHAT IS LIBRETRO?

Libretro is the API that RetroArch uses. It makes it easy to port games and emulators to a single core backend, such as RetroArch.

For the user, this means - more ports to play with, more crossplatform portability, less worrying about developers having to reinvent the wheel writing boilerplate UI/port code - so that they can get busy with writing the emulator/porting the emulator/game.

WHAT'S THE BIG DEAL?

Right now it's unique in that it runs the same emulator cores on multiple systems (such as Xbox 360, PS3, PC, Wii, Xbox 1, etc).

For each emulator 'core', RetroArch makes use of a library API that we like to call 'libretro'.

Think of libretro as an interface for emulator and game ports. You can make a libretro port once and expect the same code to run on all
the platforms that RetroArch supports. It's designed with simplicity and ease of use in mind so that the porter can worry about the port at hand instead of having to wrestle with an obfuscatory API.

The purpose of libretro is to help ease the work of the emulator/game porter by giving him an API that allows him to target multiple
platforms at once without having to redo any code. He doesn't have to worry about writing input/video/audio drivers - all of that is supplied to him by RetroArch. All he has to do is to have the emulator port hook into the libretro API and that's it - we take care of the rest.

PLAYSTATION 3 PORT

The PS3 port of RetroArch is one of the most developed console ports of RetroArch.

A couple of unique features RetroArch PS3 boasts that is not commonly found anywhere else:

Game-aware shading in every emulator now (*)

Real-time rewinding

More shader features (motion blurring, etc)

Switching between emulator cores seamlessly, and ability to install new libretro cores

Included with RetroArch PS3 are a bunch of shaders - including the latest versions of the popular xBR shader. It is possible to use two
shaders simultaneously to get the best possible graphical look.

* Check out Opium2k's manual shaders for Zelda 3 and others - you can find DLC packs for RetroArch at this site: code.google.com/p/retro-arch/

EMULATOR/GAME CORES BUNDLED WITH PS3 PORT

The following emulators have been ported to RetroArch and are included in the PS3 release of RetroArch.

For more information about them, see the included 'retroarch-libretro-README.txt' file.

All of the emulators listed above are the latest versions currently available. Most of them have been specifically optimized so that they
will run better on PS3 (some games would not reach fullspeed without these optimizations).

WHAT EXTENSIONS ARE SUPPORTED BY EACH CORE

Prboom WAD|wad

SNES9x Next smc|fig|sfc|gd3|gd7|dx2|bsx|swc|zip|SMC|FIG|SFC|BSX|GD3|GD7|DX2|SWC

Selecting a ZIP file will temporarily unzip that file to the harddrive. The temporary file will be deleted as soon as the game gets unloaded and/or when you quit RetroArch.

NOTE: For the FBA core (and other cores that have 'block_extract' set to true) - selecting a ZIP file from the Filebrowser will load that game directly.

Troubleshooting

If you find that RetroArch no longer works for whatever reason, there is a way to get it back to work - Remove retroarch.cfg from the 'SSNE100000' folder, then start up again. The Libretro management service in RetroArch should automatically pick a random libretro core and write this to the config file.

What can you expect in the future?

Do a Blackberry Playbook/Blackberry 10 RetroArch port

Do an iOS port of RetroArch (will need hardware for this - gifts appreciated)

Make the libxenon port release-worthy.

Add console-friendly features (nicely formatted names for FBA, some better way to do core switching, etc)

Fix NxEngine issues on consoles

Finish up MAME 0.72 port

Finish up ScummVM port

Port of VICE to libretro

More emulators, more games that will run on RetroArch

Lots of other crazy ideas that might or might not pan out

Credits

Mudlord for his Waterpaint/Noise shaders.

Hyllian for the xBR shader.

Opium2k for the nice manual shaders (bundled with PS3 release).

Deank for assistance with RetroArch Salamander on CFW PS3s and Multiman interoperability.

Can somebody tell me how to disable the Right-Stick-Down-Fast-Forward function / button /feature in PrBoom? If i play a game and press Right-Stick-Down by mistake then the game fast-forwards for the time i push this button until i release it. It's annoying.

RetroXMB Lite: A new approach to RetroXMB - Introducing a New RetroXMB Concept by STLcardsWS

s3nint3!
Introducing a new approach to RetroXMB. This is a working Proof of Concept that will require user's to create packaged manually until a developer that has intrest decides to hopefully create some RetroXMB Lite tools to make the process I am about to disclose below with this new concept.

I was one of the first contributors and stayed alongside doobz for much of the development of RetroXMB, I came up with this concept back then, but to start we focused on simple and noob proof. Now that doobz has disappeared from the scene and the RetroPS3 Project was never completed (The tool thet created RetroXMB packages and more). I think it's time to revive this project a bit and this new concept i think is the way i think will generate some interest into the project.

There are three main differences to RetroXMB Lite Packages Vs. Traditional RetroXMB created PKGs

1st - Libretro Cores have been removed from the package. Instead all the libretro cores are in one central folder. Two big benfiets arise from this as now it becomes very easy to update your libretro cores, and also saves some HDD space from repeated cores on your HDD. These files and more will be installed with the RetroXMB Lite SETUP package.

2nd - Shader's: In the the traditional RetroXMB packages no shader's are included, if they had been it would of been an extra 7MB per ROM package. So just like the Cores there will be installed to a central folder with the RetroXMB Lite SETUP package.

3rd - Rom Removed: The Rom can remain in the package still if you would like but you also can have it any path you put in the retroarch.cfg file under the "ROM PATH=" option. I recommend an internal location such as "/dev_hdd0/ROMS/SYSTEM NAME/rom.zip" . You can use an external location but can cause issues when you do not plug in your external HDD in same port.

Developer(s) needed who can create a Package Creation Tool based on this concept.
I can help with information, i know RetroXMB and RetroArch better then anyone and have came across about every issue you can come across

This guide expect you to have general knowelge of Package Assembly, a good set of tools for these task is PS3 Tools Collection from Aldostools.

Download Sample PKG Template

STEP 1.) Download this link (https://www.mediafire.com/?cntgjw8f5whsoc5) it is a Sample PKG Template. It includes a folder which you should copy and create your roms using that as a template. There is also a pkg included DO NOT INSTALL it as it just a sample of what a finished product would be.

Editing the PARAM.SFO file

STEP 2.) Edit the PARAM.SFO file in the Sample Package:
a.) Change the TITLE ID to a unique ID for this rom
examples: GBOY00001, GENS00001, FBAX00001, or SNESmrio1, NESmario1, MAMEmk111,MAMEmk222, Point is to make them unformed for each core for easy locating in the future.

STEP 4.) In Wordpad or any text editor open retroarch.cfg in the Sample Template

4-A.) Now with your choosen TITLE ID from Step 1 (PARAM.SFO) we need to edit some path's in the retroarch.cfg File. In the locations marked in Red below in the sample CFG file is where you need to put your created TITLE ID replacing the red text of the sample TITLE ID of "RRETRORBI0"

4-B.) ROM Location, this is where we tell RetroArch where our rom is located. It's best to keep your ROMS on the internal HDD but it can work on external but can cause issues if HDD is unplugged or different port is used. but any location can be defined in the retroarch.cfg with this value using NES roms RBI Baseball as an example libretro_rom_path = "/dev_hdd0/ROMS/NES/RBI Baseball.zip" ) See spoiler for Suggested path setup for ROMS.

4-C.) This step you must specify the CORE NAME in this path using nestopia as an example :
("libretro_path = "/dev_hdd0/game/RETRO0000/USRDIR/RETROXMB_CORES/nestopia.SELF")
you can find the list of EXACT Core Names in the Spoiler menu below.

Thanks to Themaister/TwinAphex for RetroArch, STLcardsWS for the template examples.

Following the example's I have made this tool (with slight modifications).

It requires to have installed RetroArch 1.0.0.2. Any part can be installed alone.

The rom is copied inside the roms folder by default or can be changed to a custom path, that can be defined in the tool. If there is a .jpg or .png with the same name of the rom, it will be used as ICON0.

You can add files like: nes-icon0.png, snes-pic1.png, gbc-icon1.pam, gen-pic0.png, etc. and they will be used as the default pictures for the selected emulator type.

The RetroXMB Creator uses a similar approach to the one used in IRISMAN 3.0.

If the images are already in DDS format, the program will use them, instead of try to do the conversion.(it's not the best approach, but at least the images will have the proper size if you provide them already converted)

v1.3

Added a new Core Options window (press F2 to access it)

Changed the aspect_ratio_index from "22" to "0" when Aspect Ratio is 4:3

v1.3.1

I just fixed a regression introduced in 1.3. It should be fixed in version 1.3.1

v1.3.2

Temporary working folders are now stored in .\Work folder. Packages are now stored in .\Packages folder.

v1.3.3

ICON0.PNG fix in preview mode

V1.3.4

I have included these wallpapers in a new folder "Skins" You can select one of them pressing F3 (Blue Icon), then going to the "Skins" tab. The selected skin will be used on the packages created with the selected core.

V1.3.5

I have added a progress bar when roms are dropped to create multiple packages in batch. Also the selected core is now displayed in preview mode.

V1.4.x:

Added support for PS1 isos

Added support for paste image from clipboard;

Added auto load ICON0/PIC1/PIC2/etc from the rom's folder.

V1.5:

Added support for creation of DOSBOX packages.

V1.51:

For the FBA Core, I added a new template intended specifically for NEOGEO games, which will validate if the neogeo.zip exists in the roms folder.If the neogeo.zip is copied to TEMPLATE/USRDIR/cores/system, the file will be copied to the roms folder automatically. The template "FBA" will not copy the neogeo.zip

Some unnecessary bios files (if found) are now removed from /USRDIR/cores/system

Added .MDF as supported extension for PS1 isos. If a .cue with the same name of the .iso/.img/.bin/.mdf is found, it will be also copied.

Roms/ISOs are now shadow copied to the Work folder when a PKG is being prepared. If the shadow copy fails, a regular copy will be tried. This should speed up the PKG creation, and save some HDD disk space. The PKG will install a regular copy (not a shadow copy).

More clickable items on the GUI:

If the path at the bottom of the window is clicked, a new Explorer window will be opened showing the rom/image.

If the package name display at the top of the window is clicked, a new Explorer window will be opened showing the temporary working folder.

If the Make button is right clicked, a new Explorer window will be opened showing the Packages folder.

If the DOS buttons are right clicked, a new Explorer window will be opened showing the selected file in the folder.

V1.52:

In Retro XMB Creator 1.5.2 now you have support for PS1 games with multiple discs

Additionally, I added the option to copy the selected core to the PKG if the cores (SELF files) are copied to .\TEMPLATES\USRDIR\cores

Also added a SEGACD template that validates that bios_CD_E.bin, bios_CD_U.bin and bios_CD_J.bin are copied to system folder.

Also fixed the issue NEOGEO showing extra settings when F2 is pressed.

V1.53:

Minor bug fix and CFG file validation

V1.54:

Added the option to add/remove additional files to/from the roms folder (e.g. parent roms, bios files (if they need to be in the rom folder (such as NEO GEO), etc.).

This is a package that is required to be installed over the official RetroArch Installation (v1.0.0.2). This adds some files in order to give RetroXMB LIte support while allowing for any future fixes if they arise.

Game Description: You play as Megaman's sister ROLL, but not the Roll based on the Japanese Canon, but the Ruby Spears MegaMan Cartoon.

There are now 4 difficulty levels (easy-normal-hard & one-hit). You choose one main weapon (straight-spread-charge or burst) and one sub-weapon (vacuum-toaster-saw). You can also now choose between fighting 1 or 2 bosses at the same time (mono-melee) regardless of difficulty level.

During battles you can grab your enemy and absorb their power and use it against them. She can even perform some physical attacks such as a drop kick. You also have a super meter that allows you to perform a SUPER MOVE. Based on what weapon you're currently using, you can perform different SUPER MOVES.

Each boss has a weakness, much like every other megaman game. At the end of each battle, you're given a grade based upon your performance, an information Token, and a Password.

How to play via a PS3 (CFW) by STLcardsWS

For some reason this game gives some issue on the PS3, depending on how you load / mount the game.

If you load this game via webMAN you have to play around with the display settings to get it to boot. However with this new version it will boot but freeze when selecting your difficultly (so no need to give those instructions).

However there is still a great way to play this on the PS3 and that is by creating a package with Retro XMB Creator, running the game in this method no issues have arose. You can find the PS3 package below already created as well as the raw PS1 ISO.

To quote: Hi. The author of this application (Name: doobz) did not give permission for it's release. He claimed he was close to ready, but then he vanished and no one has seen him in months. We do not know of his location or status. It is a mystery.

As such I'm releasing the last version of the tool he provided prior to his disappearance.

Official RetroXMB README (Partial)

RetroXMB

RetroXMB is an app that makes it easy to install content on your PS3 XMB. I was sick of using "managers" to load other apps, i wanted it to be like the psp era where you clicked the icon and the app started. So this is my attempt at that

Its just a gui for a bunch of command line programs which i hacked that generate content for the Playstation 3. RetroXMB helps you put many games for many systems directly on your XMB. Here is a small list of supported systems:

Emulators:

PlayStation 1

PlayStation 2

PlayStation Portable

Here goes a small intro for RetroXMB..

Emulator Games:

Emulator games use RetroArch as a back-end.. here goes the wall of text about the emulators and their notes.

PS1 Games:

PS1 Games use Iris Manager as a back-end. multiMAN can cause conflicts with Iris and since multiMAN isn't open source, no one can fix it. If you run into problems while using the PS1 Games simply reboot your PS3 to fix it and dont run multiMAN

Steps to install reactpsn + ps2 rap support:
1. create a new user called "aa" on your ps3
2. install ReactPSN 2.26
3. put the exdata folder in a usb device and plug it in the ps3
4. execute ReactPSN on the PS3
5. the "aa" user should be renamed to reactpsn and you will have the rif files installed in your "aa" account exdata
5. done you can now use PS2Classics made with this app

If you don't use the proper rap file, you will get a copyright information error when loading the ps2classic. this could be patched in the fw.

The light package has no guarantee that it will work with future updates of RetroArch (if installed). It should work and update your core as you install your new RetroArch updates in the future, but if there are changes significant changes to RetroArch, that could break features down the road. So that is something to consider if you plan to use the Light Package.

Also, there will be a bit more RetroXMB news coming in the next days or so stay tuned for more.

RetroXMB Beta 3 App (with new cores)

A new Tutorial for creating the smallest RetroXMB packages possible, with a bit of a mod from the official way.

Based on doobz original RetroXMB with a Twist to the concept (Lite) by STLcardsWS (No Cores in the package replaced by standard core location, cut file size of packages drmatically compared to the tradional RetroXMB way)

Included the following libretro cores from RetroArch v1.0.0.2: (tested and working for RetroXMB)

fbalpha

mame78

fceumm

Nestopia

QuickNES

GenesisPlusGX

Mednafen_VB

Mednafen_WSwan

Mednafen_ngp

Mednafen_PCE_Fast

gambatte

prboom

TyrQuake

snes9xnext

stella

vba_next

NXengine (Is not support in RetroXMB app (bug) but can auto boot using RetroXMB files (see above for pre-made Cave Story Packages)

Known Issues:

Old RetroArch Background Menu is used (minor annoyance on some long sub-menus where text alignment is an issue. This can not be fixed in the app, (as we do not have the source code) but can be manually adjusted by replacing the image from v1.0.0.2. (just keep the same name for the image)

Never Change the libretro Cores, or you will damage the package for future use. If this occurs delete and re-install. In order for this to be a problem someone would have to manually search folders on HDD to find the core and then change a core. In most cases this will be an issue to many.

Thanks / Credits:

Squarepusher (& Entire RetroArch/Libretro Team)

doobz (RetroXMB developer)

RetroXMB Contributors (see ReadME)

Update #2: Espionage (PS3)

This is a Homebrew Rom for the classic GameBoy handheld created by Fredrik Brundin, with RetroArch (gambatte) you have the options to play in Black/White or in Color. To achieve this while in-game hit L3 and R3 to access the main In-game Menu of Retro Arch and select "Core Options" where you can then select disable or enable "GB colorization".

You play as a spy as he makes his way into the enemy base to collect as much data as he can; but don't get too greedy, because he needs to get out before the timer runs out and the enemy back up arrives.

Following the release of various GameBoy and Atari 2600 Indie Games packaged into XMB Auto-Boot packages for the PlayStation 3 (CFW), I decided to checkout another retro system where Homebrew games are still being developed often.

The GBA (GameBoy Advance) has many great Homebrew Games, but here are two very nice releases for the GBA, that we now have today for the PS3 in Dangerous X-MAS (developed by the Spoutnick Team) & PowerPig ( developed by genecyst ). These homebrew creations use RetroArch v1.0.0.2 - vba_next.SELF for emulation with RetroXMB XMB auto-boot applied. See the various screens and videos of these games in action below.

Update #4: Aldostools has now updated (linked above) the PSX Engine in RetroXMB Creator to support PS3 v4.65 CEX Firmware.

What's New:

(February 26 v1.7.1) - Updated MOVIE and PSX engine with IRISMAN 3.45 (support for cfw 4.70). multiMAN or IRISMAN full edition are required to be installed.

Hint: Use [F1] to visit the Repository of ICON1.PAM and Manuals for Retro XMB Creator created by Redemp on FireDrive.

Retro XMB Creator v1.7 What's New:

Added Support for launching Movies from the XMB (using Showtime.SELF)

I made a workaround to have the movies icons with custom images on the XMB using RetroXMB Creator 1.7:

Supported Extension:

mkv

avi

mp4

I will add more extensions later (they are a lot). I first wanted to get some feedback before continue using my time on this.

It works the same way as the roms launched with RetroArch... IRISMAN or multiMAN are required to be installed with the SHOWTIME.SELF made by deank, otherwise it will execute the standard Showtime made by andoma, which doesn't support the SHOWTIME.TXT to auto-load the specified movie when Showtime is started.

About NTFS Drives (Movies)

This method cannot auto-lauch videos on ntfs (even when Showtime fully supports it). It seems that SHOWTIME.TXT validates if the file exists when Showtime is loaded, but the ntfs device is mounted few seconds later. Thus Showtime goes directly to the main menu, instead of play the movie on the ntfs device.

After some tests I noticed that sometimes the movie launcher only started Showtime without auto-play the movie. However, if I first launched a movie via IRISMAN, the XMB shortcuts for the movies launched them fine.

So, I updated the showtime launcher to also load the sky payloads used by IRISMAN.

Following up on their previous updates, today PlayStation 3 homebrew developers Themaister and Squarepusher (aka Twin Aphex) have officially updated the PS3 Multi-system Game Emulator known as PS3 RetroArch to version 0.9.9 for DEX (and CEX) with the changes outlined below.

Put the PKG file 'retroarch-ps3-v0.9.9-dex.pkg' on your USB stick, put it in your PS3. Go to the PS3 XMB - go to the Game tab - Select 'Install Packages', and install the PKG file.

ON CFW PS3

Put the PKG file 'retroarch-ps3-v0.9.9-cfw.pkg' on your USB stick. Put it in your CFW PS3. Go to the PS3 XMB - go to the Game tab - select 'Install Packages', and install the PKG file.

NOTE: The official release no longer supports Geohot / Wutangzra CFWs. If you must use them, you have to do pkg_finalize on the PKG to install it.

HOW TO USE THIS

On first startup, RetroArch will select one of the dozen or so emulator/game cores. The name of the core currently loaded will be shown at the top side of the screen.

You can now select a data file (ie. a game executable and/or a ROM) that this core supports and load it in the Filebrowser.

To select a different core - go to 'Core' in the Main Menu. Select a core and then press X to switch to the emulator/game core.

INGAME CONTROLS

During ingame operation you can do some extra actions:

Right Thumb Stick - Down - Fast-forwards the game

Right Thumb Stick - Up - Rewinds the game in real-time ('Rewind' has to be enabled in the 'Settings' menu - warning - comes at a performance decrease but will be worth it if you love this feature)

RStick Left + R2 - Decrease save state slot

Rtick Right + R2 - Increase save state slot

RStick Up + R2 - Load selected save state slot

RStick Down + R2 - Save selected save state slot

L3 + R3 - Go back to 'Menu'

WHAT IS RETROARCH?

RetroArch is a modular multi-system emulator system that is designed to be fast, lightweight and portable. It has features few other emulator frontends have, such as real-time rewinding and game-aware shading.

WHAT IS LIBRETRO?

Libretro is the API that RetroArch uses. It makes it easy to port games and emulators to a single core backend, such as RetroArch.

For the user, this means - more ports to play with, more crossplatform portability, less worrying about developers having to reinvent the wheel writing boilerplate UI/port code - so that they can get busy with writing the emulator/porting the emulator/game.

WHAT'S THE BIG DEAL?

Right now it's unique in that it runs the same emulator cores on multiple systems (such as Xbox 360, PS3, PC, Wii, Xbox 1, etc). For each emulator 'core', RetroArch makes use of a library API that we like to call 'libretro'.

Think of libretro as an interface for emulator and game ports. You can make a libretro port once and expect the same code to run on all
the platforms that RetroArch supports. It's designed with simplicity and ease of use in mind so that the porter can worry about the port
at hand instead of having to wrestle with an obfuscatory API.

The purpose of libretro is to help ease the work of the emulator/game porter by giving him an API that allows him to target multiple
platforms at once without having to redo any code. He doesn't have to worry about writing input/video/audio drivers - all of that is supplied to him by RetroArch. All he has to do is to have the emulator port hook into the libretro API and that's it - we take care of the rest.

PLAYSTATION 3 PORT

The PS3 port of RetroArch is one of the most developed console ports of RetroArch.

A couple of unique features RetroArch PS3 boasts that is not commonly found anywhere else:

Game-aware shading in every emulator now (*)

Real-time rewinding

More shader features (motion blurring, etc)

Switching between emulator cores seamlessly, and ability to install new libretro cores

Included with RetroArch PS3 are a bunch of shaders - including the latest versions of the popular xBR shader. It is possible to use two shaders simultaneously to get the best possible graphical look.

* Check out Opium2k's manual shaders for Zelda 3 and others - you can find DLC packs for RetroArch at this site: code.google.com/p/retro-arch/

EMULATOR/GAME CORES BUNDLED WITH PS3 PORT

The following emulators have been ported to RetroArch and are included in the PS3 release of RetroArch.

For more information about them, see the included 'retroarch-libretro-README.txt' file.

All of the emulators listed above are the latest versions currently available. Most of them have been specifically optimized so that they
will run better on PS3 (some games would not reach fullspeed without these optimizations).

WHAT EXTENSIONS ARE SUPPORTED BY EACH CORE

Prboom wad

Tyrquake pak

SNES9x Next smc|fig|sfc|gd3|gd7|dx2|bsx|swc

Genesis Plus GX md|smd|bin|gen|bin|sms|gg|sg|cue

NXEngine/Cave Story exe

VBA Next gba

FCEUmm nes|unif

NEStopia nes|fds

Gambatte gb|gbc|dmg

Final Burn Alpha zip

Mednafen PCE pce|cue

Mednafen Wonderswan ws|wsc

Mednafen NGP ngp

Mednafen VB vb

ZIP SUPPORT

Selecting a ZIP file will temporarily unzip that file to the harddrive. The temporary file will be deleted as soon as the game gets unloaded and/or when you quit RetroArch.

NOTE: For the FBA core (and other cores that have 'block_extract' set to true) - selecting a ZIP file from the Filebrowser will load that game directly.

Troubleshooting

If you find that RetroArch no longer works for whatever reason, there is a way to get it back to work - Remove retroarch.cfg from the 'SSNE100000' folder, then start up again. The Libretro management service in RetroArch should automatically pick a random libretro core and write this to the config file.

What can you expect in the future?

Make the libxenon port release-worthy.

Finish up MAME 0.72 port

Finish up ScummVM port

Port of VICE to libretro

More emulators, more games that will run on RetroArch

Lots of other crazy ideas that might or might not pan out

Credits

Mudlord for his Waterpaint/Noise shaders.

Hyllian for the xBR shader.

Opium2k for the nice manual shaders (bundled with PS3 release).

Deank for assistance with RetroArch Salamander on CFW PS3s and Multiman interoperability.

[PCSX ReARMed] Totally rewritten ARM code by notaz in order to support outdated version of Apple's GAS (for iOS support)

[PCSX ReARMed] Add disk swap mechanisms - exposed through RGUI

[PCSX ReARMed] Add m3u Mednafen-style cuesheet support

[PCSX ReARMed] Add core option 'Frameskip' - users with bad performance on Android should try out if setting this higher than 0 fixes their problems.

[PCSX ReARMed] Add core options 'NEON enhanced resolution' and 'NEON enhanced resolution speedhack' - this is for systems with ARM NEON CPUs. Note that this will easily triple or even quadruple CPU requirements. If you have an underpowered CPU, you might want to try this out in combination with the 'Frameskip' option (setting it higher than 0) to make things somewhat playable.

(LIBRETRO) NXEngine / Cave Story is now completely playable on consoles (Wii / PlayStation 3 / Xbox 1 / Xbox 360) thanks to many code alterations. Performance is also much improved on the platforms which could already play them, such as Android and PC.

(Android) Add back key behavior - can either 'toggle' RGUI' on/off or exit the app.

(RGUI) RGUI now works on PC, Android, iOS and Blackberry - and is no longer Wii-exclusive.

(RGUI) RGUI is an ingame menu that can be toggled from within the game. It looks and functions a bit like MAME's OSD system. It is possible now to configure most of RetroArch's settings from this builtin menu instead of having to exit the game and go to an 'external' settings menu.

(PS3) Totally remove the 'old' fixed 2-pass shader system and replace it with a new, forward-compatible with PC 8-pass shader stacking system. RGUI/RMenu makes CGP files dynamically as you set new shader stacks.

(360) Removed shader system for this release - will be re-added in a future 0.9.9 point release. The main problem is that on Xbox 360, all our render targets need to fit inside 10MB of EDRAM - which is just pathetic if you want to have any FBO scaling options similar to what can be done on PS3. I'll be looking at either tiled rendering or just implementing the same 'hack' I did before (where I forcibly set the maximum source framebuffer resolution at 512x512 for two-pass shaders and hoped nobody would notice so I could stay within the confines of the 10MB of EDRAM for render targets). For now, the PS3 port is way superior than the 360 port in the graphics stakes due to this 10MB EDRAM limitation for render targets.

(Menus) Standardize RGUI, RMenu and RMenu XUI to look and work the same.

(Overlays/RGUI) Overlays can now be scaled and their opacity changed from RGUI).

(RMenu/RGUI) Add text scrolling when a text string is too large to fit onscreen.

(RMenu XUI) Have all menu screens now use the same basic XUI template. Cuts down on a lot of code maintenance at the expense of language customization by end-users. A solution will be looked at later.

(Xbox 1) Slim down on menu texture - leaves us with more free RAM to play with - only tested on 480p - somebody with 720p/1080i resolution support should contact me - even though I'm afraid making the menu texture any bigger is going to be a waste of RAM anyways. Upsides of this are obvious - far faster switching between menu and game and consumes way less RAM which means games like Street Fighter Alpha 3 and Vampire Savior now fit into RAM without pesky and slow file I/O-based VM.

(Wii) Add additional VI resolutions.

(ZIP support) Switch from builtin zlib to miniz - less codebloat.

Finally, below is a picture of Libretro / RetroArch showing an N64 Emulator (via twitter.com/libretro/status/351013237560586240) who state the following: This is what is currently being worked on for RetroArch 1.0.0. Don't ask for an ETA - but it's going to happen. pic.twitter.com/XAVaETZOjp

Following up on the previous updates, today STLcardsWS has shared a preview of RetroXMB which allows users to boot RetroArch ROMs from the PS3 XMB alongside some videos of it in action from UnknownArchive below.

To quote: This hack is very interesting, as it will allow for direct booting of RetroArch playable ROMs from the XMB. Personally I like when i can access more things via the XMB. That's why it's there! So this developer who wishes to be nameless at this time has created a hack/mod from the awesome RetroArch.

This works much like the recently released PS1ToPS3 GUI (for PSOne games XMB direct booting) that was recently released. You will have a PC app that will create the PKG that will also add all required files in order to run. So it is not even required to have the official RetroArch installed However this is not for someone who wants to put a full ROMset on the XMB.

I did however manage to get over 250 roms PKGs installed with no slow down or issues. To see this process of direct booting of a Retro Rom please take a look at the videos below from fellow tester UnknownArchive. Also be sure to take a look at some of the artwork I have uploaded/created. More to come when this is released. There should still plenty of surprises regarding this release.

Features:

Easy Access to boot ROMs from the XMB

Great for kids, family & friends who are not familiar with the booting of ROMs in RetroArch/mM.

Brings some Retro Love to the XMB.

PKGs Installable on Internal or External via Game Data Tool

GUI that creates the PKG will be fully customizable:

Title on the XMB, TitleID, ICON0.PNG, PIC1.PNG, SND0.AT3, & ICON1.PAM

Artwork: retroxmb.imgur.com

I would like to personally Thank the developer of this App/mod to RetroArch:

NOTICE: Doom II will need DOOM2.WAD in order to play at all, rest of titles will play fine but will not be the Full Version.

* Will not play at all as no Demo/Shareware version is available for Doom II, See instructions below.

Convert to Full Version Instructions (Optional)

1.) Obtain Full Version of "DOOM1.WAD"
2.) Install desired "RetroXMB Game pkg" from above if you haven't already.
3.) Locate Game location on HDD (see spoiler below for each game's location)
4.) Replace the "DOOM1.WAD" (shareware version) with the "DOOM1.WAD" (full version) that you obtained in step 1. Keeping the name exactly "DOOM1.WAD" (case sensitive)

1.) Obtain Full Version of "PAK1.PAK"
2.) Install desired "Quake Game pkg" from above if you haven't already.
3.) Locate Game location on HDD (dev_hdd0/game/RXPAK9136/USRDIR/cores/roms/PAK0.PAK)
4.) Replace the "PAK0.PAK" (shareware version) with the "PAK1.PAK" (full version) that you obtained in step 1. Change the name of "PAK1.PAK" to the name "PAK0.PAK" (case sensitive)